There's a lot of trash in the Firelands. With great trash comes chances for BOE epic items (which can even be upgraded to heroic versions with Crystallized Firestones) and epic crafting patterns. No doubt you've seen trash runs being advertised in trade chat in Stormwind and Orgrimmar and been intrigued with the idea of what a trash run is all about. Here is some basic etiquette for running or participating in a Firelands trash run.

This Molten Lord will apply a debuff stack to your tank that deals significant damage over time, so have a second tank taunt off at around four to five stacks and trade the Molten Lord back and forth when stacks drop. Ranged will have to watch out for his magma jets, and melee have to move for his stomp.

Ancient Core Hounds: These dogs will be familiar to those who had the pleasure of running Molten Core back in the day. Core Hounds have a fear, a nasty flame breath, and an ability called Dinner Time that will devour your tank and spit him out. Pour on lots of healing, and try to mitigate the fear with Tremor Totems, Fear Ward, or other fear-breaking abilities.

Molten Surger]: Surgers charge random players and do AOE damage. Spread out to avoid taking too much damage to your whole raid.Hell Hounds: These guys are tricky. Suppress the urge to AOE them down; instead, have your tanks pick up a few each and focus-fire them down. They hit harder over time as a group, so getting them down one at a time turns out to be more effective then letting them live as a group longer.

The Flamewalker packs are comprised of Flamewaker Cauterizers (healers) that need to be shut down before the other creatures. Interrupt and stun them. You can even CC one of them before the pull. The rest of the mobs, the Forward Guard and the other guy, are easy to tank in a group with AOE tanking abilities, and your healers shouldn't have too much trouble keeping your tanks up. They look more intimidating than they are.

Unbound Pyrelords and Unbound Smoldering Elementals Arguably the trickiest trash pack, these elementals have a unique gimmick. The baby unbound smolderings will take 90% less damage unless ignited by the big guy. The Pyrelord will Ignite one of his minions at 80%/60%/40% health. You'll want to stop using stuns on the Pyrelord because any missed ignites will force you to take a long time to DPS down the babies. Bring the big guy down to 80% health, then kill his Ignite target. Repeat for 60% and 40% health. Also, the ignited elementals AOE massive fire damage, so kill them quick.

Turtle packs: Ignore unless your PUG wants to bounce around like crazy people and fly off of the Firelands. For the love of all that is holy, run. If you must kill the turtles, have everyone stand on the edge, aggro the baby and pray your group has a sense of humor. The patriarch turtle has a spell reflect shield that shoots back spells at the caster. The matriarch and hatchlings have a shell spin and knockback that is very annoying. Use lots of stuns and you'll be fine against this shelled menace.

Giant Fire Scorpionsand his friends are the most deadly. Tank and spank the scorpions but watch out -- the little guys explode when you kill them. Get out of range, and kill them one-by-one.

Main tank and OT should be on top of each other making sure to keep shannox is turned away from the raid Boss cant be taunted, So have your threat meter toped at all times).

Melee stack up behind the boss, however if too many traps are present making it impossible for melee to smack the boss around tank needs to move the boss for healers don’t have to focus all their heals on the melee.

Healers and ranged you want to be spread out. The whole raid wants to always watch for traps on the ground. There needs to be a riplimb

All mdps need to make sure to stear Lord Rhyolith around and make sure he doesn’t hit the lava if he hits the lava it’s a wipe. To stear him attack his legs heavily, left leg to go left, right leg to go right. (His feet are the only way to damage him during phase one)

Lord Rhyolith does a stomp ability that knocks players back causing damage. He will randomly target a player to stomp on, in doing so he will activate a dormant volcano. Active Volcanoes hits up to 6 raiders and causes modeate damage. (About 5min into fight Lord Rhyolith will cast a fire debuff causing more fire damage.) To Stop the volcanoes, stear Lord Rhyolith over the volcano this causes the volcano to disappear, removing one of his armor pieces doing more damage to him. However, leaves a molten spew, but moves slowly, don’t stand in lava. Lord Rhyolith creats a couple of adds, fragments of Rhyolith which need to be aoe’d down quickly and the sparks of Rhyolith need to be picked up by the tank and burned down by the rdps the same goes for the fragments.

Phase 2: Once his animation is over tank needs to pick him up immediately, and it’s just a dps burn from there. However avoid the lava streams from any volcano’s from phase one.

Tank goes up first, with 2 heals following quickly after.3-7 single target mdps can go up with them after the healers.

All AOE dps stay downstairs to deal with addsUpstairs teams don’t stand in fire, avoid meteors. When Beth'tilac loses energy and starts to cast smoldering devastation upstairs team get the hell downstairs by jumping through the middle circle, if you don’t you die. Upstairs team when you come back down while waiting to go back up, help kill any remaining adds

Downstairs Team: Your job is to make sure you kill the adds: The Cinderweb Spiderling that spawn be wary of those if they get close to the Cinderweb Drones, the Drones eat them and gain an attack buff and gain health back. The spiderlings spawn at Northwest, Northeast, and Southeast corners. The Southwest corner is free for the tank to drag the drones to for tanking. Dps should be split into 3 groups to manage the adds from each direction, which will need to be figured out pending on the dpsRinse, Repeat

Phase 2:Tank drag her to middle of room, rest of dps and healers behind her. No one should be within 10 yards of the current tank. If main tank receives the widows kiss debuff, the off tank will have to fill in until main tank gets rid of his debuff and comes back. Otherwise it’s a tank and spank phase

After pulling Alysrazor will do a knock back doing a large aoe to the whole raid, to avoid deaths its best to group up in a corner and use some aoe healing abilities. However the root ability Alysrazor does may not allow this.

When the fight begins, Alysrazor recklessly charges the center of the room doing massive damage to anyone in her way and leaving noticeable fire globs on the ground. If you can do any dps you can at her but avoid getting killed in the process.

When phase one starts Alysrazor will start molting feathers. The feathers are important they do a few things. It will allow you run faster making it easier to avoid fire as well as cast spells while moving. When you pick up three you can fly into the air for about 20 seconds and attack (everyone on the ground should have at least one feather)

Alysrazor will eventually fly into the air, those assigned to the air should go after her and do as much dps as they can. If you fly through fire rings it will refresh your fly timer and buff you. However avoid the fire clouds it hurts. When you land make sure to avoid landing on any adds or fire. (Don’t kill the lava worms, just avoid them)

On the ground adds will spawn. The Blazing initiates (druids of the flame) their attacks are easily avoidable; however the Fieroblast they do needs to be interrupted each time to prevent it from causing a wipe. The druids spawn in south and north sides, Teams need to be near there to take them down.

Occasionally there will be moment when your side doesn’t have initiates up, that’s a time to gather feathers if you’re not assigned to go to in the air only grab up to 2 feathers.

While this is going on, two molten eggs will be dropped into the surrounding area and the tanks need to be the ones near it. When the egg(s) hatches, it imprints itself onto the closest target and only attacking said target, if anyone other than the tank gets the hatchlings agro they will most likely die. The hatchlings are going to be the tanks responsibility as dps will be busy with the initiates. The hatchlings hit moderately hard so healers need to make sure to keep the tanks up. However, when the hatchlings throw a tantrum tanks need to make sure to drag the hatchlings to a near plump lava worm to feed it. If you don’t, you may die; for his enrage can kill you fairly fast.

Once Alysrazor has made three passes toward the center of the room phase 2 will start, make sure the hatchlings are dead at this point. Anyone on air duty needs to get to ground before phase two. During phase two Alysrazor will fly low and fly in circles creating tornados of flame. The best way to deal with them is to follow one and one passes you turn around and follow that one. After about 30 sec of this Alysrazor gets tired and lies down in the center of room, this is the raids chance to burn her. Everyone except for the tanks should be dps’ing her. Tanks should focus on interrupting the Blazing Talon Clawshapers to slow down their Ignition casts and prevent Alysrazor from powering up too quickly.

When Alysrazor reaches 50 molten powershe will need to be tanked normally while pointing her away from the raid. While being tanked, her blazing claw ability stacks up a debuff and at about 6-7 stacks tanks will have to switch to remove the debuff. This switching will happen a few times. The Dps and healers should still be stacked up as they were while burning her. When raid gets knocked back head back to your phase one assignments. Rinse Repeat until she dies.

tabs name="Baleroc"]

Tank pull the boss, Baleroc will cast Blaze of Glory which stacks and increases the tanks Health by a lot, however it also increase the damage you take. Balerocs Decimation blade is a slow attack but does one of two things a 250k damage or 90% of selected tanks health. If your tanks Health is under 250k it’s an instant kill. Baleroc also uses inferno blade which mainly does a fire debuff causes higher fire damage. A tank needs to be assigned for each attack, one for Inferno Blade and one to deal with Decimation Blade. The tank with the higest Health from the start should be the tank pulling and will being the main tank for the fight. The main tank should only take enough Blaze of glory stacks to survive a Decimation Blade attack if main tank gets too much the Off tank needs to switch to have main tank reduce his stacks.

Dps will be in charge of shards of torment shards spawn usually where someone is already standing. The shards are easily noticeable by the purple pillar of light that appears, shortly after appearing it latches on to the closest target and does massive shadow damage called torment, this stacks. Try to take as much shadow damage as you can without dying then move out of the way for next person can take the shard. To manage shards, every 3rd person has to take damage from the shard, who is currently on shard has to be called out on vent,mumble,w/e. (tanks and healers cant take the shard)

Healers your jobs are a lil easier, whenever you heal dps with the torment debuff you receive a buff called vital spark (aoe heals wont give you this buff) When heals switch to the tanks with the Blaze of Glory debuff your sparks turn to Vital Flame which increases healing done by 5% per vital spark which lasts 15 sec after words you return to your vital sparks and you can work towards getting your vital flame back.

Overall the hardest part of the fight is managing the shards after that its tank and spank

Staghelm will throughout fight change into different forms pending on the raids position and raid will have to manage the forms he goes intoOn every 3rd form change, Staghelm will change back into a human and then adapt to raids position by changing into one of his forms again

The longer Staghelm remains in his current form he gains a buff called adrenaline which increase energy gain and when his energy bar is full he uses a powerful ability pending on the form he’s in (healers need to be prepared for that)*However each time he switches forms he gains a buff causing 8% more damage (not stacking)

When 18 or more players are stacked up together Staghelm turns into a scorpion, the whole raid should be stacked up in front of Staghelm doing as much dps as possible (except healers, you heal) - Try to keep Staghelm in the first scorpion phase for 6 adrenaline's, the more the better. Scorpion Form Does a massive Fire Cleave ability called Flame Scythe which does around 2.3 million damage (With full energy bar) If raid cant take the Flame Scythe attacks anymore quickly force Domo into one of his other forms. When raid is spread out Staghelm will turn into his Cat FormWhen transitioning to Cat Form tanks need to leave a lot of space in the middle. All rdps need to be at least 20 yards away from StaghelmWhen Staghelm’s energy bar is full in cat form, he’ll cast his leaping flames and randomly jumps on a raid member doing minimal damage as well as leave a pool of fire. The pools do a lot of damage if you stand in them, don't stand in them. The pools don’t vanish in cat form. Everytime he leaps he also summons an add called Spirt of flame, that need to be burned down quickly by the mdps.

After 6 stacks of adrenaline Staghelm should change to his human form causing a stun momentarily and a debuff on all players but the tank. One debuff in particular Searing seeds varies from 10sec to a min when it wears off it explodes causing damage to nearby players. So don’t be near anyone when it goes off. However running out to early which can cause a premature form change, run out of raid at 5sec left make sure to run at least 12 yards away, when it explodes rejoin the raid. With people running out for their debuff as well as the Flame Scythe becoming more frequent healing becomes harder, so healers need to call out when they absolutely need a form transition on vent,mumble,etc.

Eventually Staghelm will transform himself for the final time to a cat. However this time will be different. There will be a new ability he will use called burning orbs, the orbs work similar to Balerocs Shards except ranged have to do the swapping. Most ranged will have to swap at around 5 stacks. At this point of the fight it’s a dps race before the next transition, killing Staghelm during this cat form is crucial for a second searing seed could cause a wipe.

Phase one starting positions: Ranged/Healers spread out throughout the back of the room, Melee at the far left side of room, and tanks at the far right side of room.

Phase One Abilties:

Burning Wound (Lasts throughout encounter): Does about 6k damage over 20-30sec but stacks up to 100. Offtank and Maintank need to swamp off of each other when stacks get to high.Hand of Ragnaros: Does some damage and knocks back all players within 55 yards, usually melee. Don’t get knocked off platform or into traps.Magma Blast: Fire stacking DebuffA fire swirling affect appears on ground which a fire missile is going to target. Don’t stand there. When it lands it creates a magma trap.

When a Magma Trap goes off it activates launching said player into the air doing 80k damage to everyone in raid and does a lot of fall damage if player doesn’t have slow fall. Avoid setting off traps until raid is healed up. A few seconds after Hand of Ragnaros if a good time to top everyone off and set off a trap or two Sulfuras Smash Lasts throughout encounter): Ragnaros smashes his hammer on the floor near a random raid member & lava spews in 3 different directions. Easily avoidable. If you get hit will recieve moderate damage and get a debuff that healers need to dispel.

After awhile of these a Transition will start, during this transition sons of flame will spawn. NEVER allow them to touch the hammer. Use stuns and slow to prevent them form getting close. Deathgrip in emergencies. If they reach the hammer, it’s a wipe.

Phase 2 positioning: Everyone should be 6 yards apart from each other, including melee. And no one should be in the middle section of the room.

Shortly After the phase transition Rag. Will cast molten seed which creates fire bubbles near random players ; When this happens all players need to move to the middle of the room near boss. Healers need to use aoe heals. (Everyone has 10sec to do this)

A molten inferno add will spawn afterwords that needs to be burned down quickly then move back to your positions The last ability Rag. has is engulfing flame which engulfs sections of the room in flame. The raid will have to move with the flame and not stand in it.

The second transition will spawn adds same thing as the first one except tank should immediately agro the 2 Lava Scions and 2-3 heals should be on that tank. The rest of the raid should focus on killing the sons of flame and making sure like last time they don’t reach the hammer.

Phase 3This phase is about survivability and burning down Rag. When Rag emerges the last time he will summon meteors these will be the hardest part of the fight. The spawn point is shown by a fire impact point on the ground, the meteors randomly target a player and if they touch their target or anyone in raid it’s an instant death for anyone within 8 yards of it. The meteors target is indicated by a faint line going to the target back to the meteor. Ranged dps need to focus on them and knock them back if they get to close to people by shooting at them. Knocking it back causes the meteors to choose a different target try not to knock them back near a raid member, the meteors cant be knocked back for 5sec if previously knocked back.

Comments

Comment by Ashelia

Since you went through these with Tankspot's videos, it might be useful to credit them a little more =) Also please add a table of contents, using our nifty tag. (Remove the spaces.)

Comment by HyGamma88

By Ashelia (5,813 – 10·10·50) 10 hr 46 min ago (Patch 4.2.2)Since you went through these with Tankspot's videos, it might be useful to credit them a little more =) Also please add a table of contents, using our nifty tag. (Remove the spaces.)Ok that will take some time

Comment by asakawa

I'm going to set this back to "Draft" for now so you can continue working on it. Once you're happy with any updates then please feel free to re-submit for approval. Thanks and keep up the good work.

Comment by asakawa

The number used in the modelviewer is the not database ID for the NPC, item or object in question. It is the DisplayID. I give an explanation of how to acquire this here.

Comment by Elfeaterdk

I don't mean to be harsh, but a lot of the data in this is directly erroneous. If a raidleader has used this info and been able to down 7/7 normal, then this will only have happened because everyone of his raiders knew the fight better than him.

I know that to be fully constructive I should probably point out every single piece of info, but there are simply too many... Sorry.